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~ | Modified scene
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@ -144,8 +144,6 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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vec3 color = vec3(1.0);
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vec3 light = vec3(0.0);
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float closest_t = 1e30;
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for (int i = 0; i < camera.bounce; i++)
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{
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hitInfo hit = traceRay(ray);
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@ -38,9 +38,9 @@ vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
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vec3 GetEnvironmentLight(Ray ray)
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{
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vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
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vec3 sun_pos = vec3(-1., 1.0, 0.);
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float SunFocus = 1.5;
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float SunIntensity = 1;
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float SunIntensity = 0.5;
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vec3 GroundColour = vec3(0.5, 0.5, 0.5);
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vec3 SkyColourHorizon = vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f);
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@ -53,4 +53,4 @@ vec3 GetEnvironmentLight(Ray ray)
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// Combine ground, sky, and sun
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vec3 composite = mix(GroundColour, skyGradient, groundToSkyT) + sun * int(groundToSkyT >= 1);
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return composite;
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}
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}
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@ -46,4 +46,4 @@ Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
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else if (mat.type == 1)
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return (dieletricRay(hit, ray, mat));
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return (ray);
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}
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}
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